










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 22 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Ivelratta the grave wight at level 13 on the 34th Haze 122nd year of Ascendancy at 12:25 / 2Killed by war hound at level 22 on the 2nd Wintertide 123rd year of Ascendancy at 23:52 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 50 (base 41) |
| Magic | 57 (base 51) |
| Willpower | 11 (base 10) |
| Cunning | 22 (base 13) |
Resources
| Life | -106/479 |
| Insanity | 13/100 |
| Healing Factor | 1.2786847857242 |
| Regeneration | 5.4344103393278 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 13 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 14 |
| Crit Chance | 11% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Arcane | +47% |
| Cold | +47% |
| All | +5% |
| Darkness | +20% |
| Light | +20% |
| Temporal | +20% |
| Physical | +26% |
| Lightning | +41% |
| Fire | +38% |
| Mind | +8% |
Offense: Damage Penetration
| Lightning | +25% |
| Acid | +5% |
| Arcane | +25% |
| Cold | +30% |
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 19.11921327992 (30%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 26 |
| Mental Save | 21 |
Defense: Resistances
| Acid | 42%( 70%) |
| Blight | 22%( 70%) |
| Physical | 30%( 70%) |
| Cold | 60%( 70%) |
| All | 19%( 70%) |
| Darkness | 36%( 70%) |
| Temporal | 24%( 70%) |
| Lightning | 32%( 70%) |
| Mind | 26%( 70%) |
| Fire | 45%( 70%) |
| Nature | 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 495 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 263.72 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Rift | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Revelation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Eilinorikira the great wolf. Escort: repented thief (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITELIGHT_GREEN039;ve found the needed orc heart. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; * You&WHITESLATE039;Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.&WHITESLATE039;Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.&WHITESLATE039;Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.&WHITESLATE039;Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.& | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm& | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +3 ----- def ----- Armour +3 ---------- misc Stam/turn +0.60 Max.stam +10.00 A pair of boots made of leather. |
| Light source | alchemist&039;Harofang&1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Acc +10 (+7 eff.) Melee Ret 10 acid On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Resists +6% acid +1% physical Mind.save +11 (+5 eff.) Die.at -60.00 life ---------- misc Max.stam +20.00 Light +4 See.Stealth +13 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat &039; (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun +4 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning ---------- misc Light +2 See.Invis +3 A pointy cloth hat, very wizardly... |
| Tool | supercharged ash totem of healing [power 230] (14/18 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Ulfirerion0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +11 (+5 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +5% all +12% cold ----- def ----- Resists +6% temporal +24% cold Crit.chn- 15.00% Knockbk- +10% Rings make your fingers look great! |
| Around waist | Adyyawen1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +12% acid +12% darkness Crit.chn- 15.00% Phys.save +9 (+3 eff.) Die.at -40.00 life Disarm- +20% Knockbk- +10% A belt that goes around your waist. |
| In main hand | ash starstaff &039; (111% power, 3 apr, light element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +16.00% Spell.pwr +15 (+5 eff.) Melee+ 23 fire Dmg.mod +15% physical +15% temporal +15% darkness +15% light Res.pen +5% acid +5% cold Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +6% cold ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Voregath the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +1 Wil dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +6% arcane ----- def ----- Armour +1 Spell.save +9 (+4 eff.) ---------- misc Max.mana +20.00 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe &039; (2 def, 2 armour)2.0 T2 cloth armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +7% acid +6% physical +8% fire +11% arcane +5% cold ----- def ----- Armour +2 Defense +2 (+2 eff.) Resists +10% acid +12% physical +11% fire +11% cold +6% mind +9% all Phys.save +18 (+6 eff.) ---------- misc Hate/m.crit +3.00 Max.mana +13.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Zubolaith (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +6% fire +3% mind +9% darkness Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Layota0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +5 (+5 eff.) Resists +15% fire +3% nature +10% cold Phys.save +6 (+2 eff.) HP.reg +4.00 Poison- +20% Amulets make your neck look great! |
Inventory
regeneration infusion (heal 80; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 80 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 275; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
warrior&0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
cleansing gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +13% nature +14% blight Heal.mod +13% Poison- +20% Disease- +20% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 191 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Dagytir the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+5 eff.) ----- def ----- Resists +6% acid +3% cold Phys.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Disarm- +20% Stun/Frz- +20% Rings make your fingers look great! |
gladiator&0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+3 eff.) Rings make your fingers look great! |
marksman&0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+4 eff.) Rings make your fingers look great! |
titan&0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
warrior&0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +4 Resists +22% light Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
conjurer&0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +8 (+3 eff.) Rings make your fingers look great! |
Kor&5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 166.68 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (333). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm starstaff (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of might (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash vilestaff (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Pitchwinter the yew vilestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Mag +1 Wil +6 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+5 eff.) Dmg.mod +20% fire Res.pen +5% darkness On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +12% nature HP.reg +1.20 Heal.mod +21% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 121% Range: 1.2x Uses 150% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
warbringer&3.0 T2 battleaxe 2H weapon [Ego+] Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +9% physical ----- def ----- Disarm- +14% Massive two-handed battleaxes. |
acidic dwarven-steel greatmaul of vileness (150% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 150% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 24 On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Massive two-handed mauls. |
arcing dwarven-steel greatmaul of massacre (164% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 164% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage Massive two-handed mauls. |
chilling dwarven-steel greatmaul of projection (149% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane/Psionic Power 149% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
steel greatsword of enduring (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature Power 129% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Con +9 Wil ----- def ----- Max.HP +20.00 Massive two-handed swords. |
dwarven-steel greatsword of rage (142% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 143% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +7% physical Acc +10 (+7 eff.) Massive two-handed swords. |
hateful dwarven-steel greatsword of massacre (152% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master/Psionic Power 152% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 darkness Against +10% Living Massive two-handed swords. |
slime-covered dwarven-steel greatsword of erosion (146% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature/Disrupt Power 147% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +9 nature On Hit: * 12% chance to slow global speed by 41% Massive two-handed swords. |
Shinecrypt the dwarven-steel longsword (144% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 145% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +8 light On Hit: * 20% chance to slow global speed by 41% While equipped: dps ---------- Dmg.mod +15% light Melee Ret 8 light ----- def ----- Resists +6% fire ---------- misc Light +2 Sharp, long, and deadly. |
dwarven-steel longsword (125% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
plaguebringer&3.0 T3 longsword 1H weapon Reqs Str 24 [Ego++] Arcane/Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 24 While equipped: dps ---------- Res.pen +7% all Acc +5 (+5 eff.) Apr +5 ----- def ----- Disease- +12% Sharp, long, and deadly. |
dwarven-steel mace of erosion (129% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Nature Power 130% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 nature Blunt and deadly. |
dwarven-steel mace of shearing (133% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +10 (+7 eff.) Apr +7 Blunt and deadly. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 65% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+7 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
steel dagger &039; (105% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Master Power 106% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 nature On Crit.r2 +16 lightning +10 cold While equipped: Stats +2 Wil dps ---------- Mov.spd +20% Res.pen +11% lightning +8% physical +8% cold Acc +6 (+5 eff.) Apr +6 ----- def ----- Defense +5 (+5 eff.) Poison- +20% Teleport- +20% Sharp, short and deadly. |
truestriking steel dagger (105% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 106% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +7 (+6 eff.) Apr +6 Sharp, short and deadly. |
warbringer&1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 120% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +11% Sharp, short and deadly. |
truestriking dwarven-steel dagger of rage (116% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +5% physical Res.pen +8% physical Acc +22 (+13 eff.) Apr +5 Sharp, short and deadly. |
creative thorny mindstar of life (91% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +13.00% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +23.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady yew longbow of piercing4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +5.0% Res.pen +11% all Acc +23 (+14 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
quiver of yew arrows &039; (16/16, 149% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 149% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 16 Ranged+ +8 light +12 lightning On Hit.r1 +20 light +16 lightning On Crit.r2 +4 lightning Arrows are used with bows to pierce your foes to death. |
slimey quiver of yew arrows (23/23, 140% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Disrupt Power 140% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 23 On Hit: * 9% chance to slow global speed by 41% Arrows are used with bows to pierce your foes to death. |
psychokinetic pouch of steel shots (16/16, 126% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Psionic Power 127% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Ranged+ +6 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 84 physical damage Shots are used with slings to pummel your foes to death. |
Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer&2.0 T1 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +10% darkness +10% mind +7% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +21 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of light (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +10% light ----- def ----- Resists +15% light +7% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of protection (3 def, 3 armour)2.0 T3 cloth armor [Ego] Disrupt/Master While equipped: dps ---------- On Melee Ret: * 4% chance to slow global speed by 41% * 3 arcane resource burn ----- def ----- Armour +3 Defense +3 (+3 eff.) Resists +11% all Phys.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +17% lightning A suit of armour made of leather. |
rejuvenating cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+6 eff.) Fatigue +7% Resists +7% acid +7% cold HP.reg +2.50 ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of leather. |
enlightening hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +6 Wil ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +6% physical Phys.save +13 (+5 eff.) Mind.save +13 (+6 eff.) A suit of armour made of leather. |
cleansing reinforced leather armour of stability (12 def, 7 armour)9.0 T4 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Defense +12 (+11 eff.) Fatigue +8% Resists +12% blight +6% physical +10% nature Phys.save +10 (+4 eff.) A suit of armour made of leather. |
enlightening dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +5% physical Phys.save +10 (+4 eff.) Mind.save +13 (+6 eff.) A suit of armour made of mail. |
Emoda the Arcpall (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +10% lightning Apr +2 ----- def ----- Armour +11 Fatigue +22% Resists +48% lightning A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Samuchik the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Cun ----- def ----- Resists +6% fire +6% nature +6% cold ---------- misc Hate/m.crit +1.00 A belt that goes around your waist. |
Gloomblur1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% darkness +10% cold Melee Ret 8 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Max.HP +38.00 A belt that goes around your waist. |
Huryblek the Gloomnoon (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% acid On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Defense +6 (+6 eff.) Resists +6% light Phys.save +6 (+2 eff.) HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Apr +2 On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness +5% arcane Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adethra the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -4% Resists +6% temporal Phys.save +6 (+2 eff.) Knockbk- +10% ---------- misc Max.enc +23 A pair of boots made of leather. |
Woesmasher (20 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Phys.crit +6.0% Crit.mult +10.00% Spell.pwr +4 (+2 eff.) Melee Ret 4 darkness ----- def ----- Armour +1 Defense +20 (+15 eff.) A pair of boots made of leather. |
Nerytira the Chillwoe (0 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +15% cold Melee Ret 4 cold ----- def ----- Armour +11 Resists +8% acid +12% temporal +6% cold +7% fire +8% lightning A pair of boots made of leather. |
Shadewrecker the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +21% darkness Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Light +1 A pair of boots made of leather. |
insulating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Resists +7% fire +7% cold ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
pair of dwarven-steel boots &039; (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +6 Con dps ---------- Phys.crit +2.0% Dmg.mod +9% cold ----- def ----- Armour +4 Fatigue +3% Resists +6% light +3% physical Phys.save +15 (+5 eff.) Mind.save +12 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of dwarven-steel boots &039; (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +3% Dmg.mod +15% acid Melee Ret 8 acid 4 mind ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +8% temporal ---------- misc Equi/ret +0.24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Acc +8 (+6 eff.) ----- def ----- Armour +2 Resists +8% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable &039; to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Baryfast the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 lightning Dmg.mod +6% lightning ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning Spell.save +15 (+7 eff.) HP.reg +4.00 Blind- +20% Poison- +10% Disarm- +20% Stun/Frz- +10% Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Armydorain the Tundraarc (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% temporal +6% darkness +6% fire +6% mind +5% cold A pointy cloth hat, very wizardly... |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
227 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Kindlevault the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Res.pen +20% fire ---------- misc Equi/ret +0.08 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Silytta the Smolderbait2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Resists +3% lightning +9% fire +3% mind Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist&039;Sootpiety&1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Mind.crit +9% Crit.mult +12.00% Phys.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +6% darkness Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Resists +3% darkness Mind.save +6 (+3 eff.) Max.HP +57.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
woodsman&3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
supercharged iron torque of mindblast [power 140] (14/19 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent&ORANGELASTLIGHT_GREENLASTORANGELASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
dwarven-steel torque of clear mind [power 2] (14/25 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Yarildir [power 9] (14/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +9% acid +5% arcane Phys.save +12 (+4 eff.) Disease- +20% Reveal the area around you, dispelling darkness (radius 9, power 66 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of shielding [power 152] (14/25 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 152 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of lightning storm [power 290] (14/21 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 81 lightning damage and will be dazed for 1 turn (408 total damage) Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance &039; [power 11] (14/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Dex dps ---------- Dmg.mod +9% physical Res.pen +20% light ----- def ----- Armour +8 Die.at -60.00 life Reveal the area around you, dispelling darkness (radius 11, power 68 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Body234654 the Cornac Cultist of Entropy level 10
25th Haze 122nd year of Ascendancy at 04:53 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Body234654 the Cornac Cultist of Entropy level 22
2nd Wintertide 123rd year of Ascendancy at 22:40 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Body234654 the Cornac Cultist of Entropy level 10
12nd Haze 122nd year of Ascendancy at 01:41 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Body234654 the Cornac Cultist of Entropy level 20
67th Haze 122nd year of Ascendancy at 07:23 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Body234654 the Cornac Cultist of Entropy level 6
73rd Dusk 122nd year of Ascendancy at 06:27 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Body234654 the Cornac Cultist of Entropy level 9
78th Dusk 122nd year of Ascendancy at 23:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Body234654 the Cornac Cultist of Entropy level 16
51st Haze 122nd year of Ascendancy at 07:19 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Body234654 the Cornac Cultist of Entropy level 13
34th Haze 122nd year of Ascendancy at 12:25 see stats
Log
Layowe the sandworm shoves Sandworm aside.
Velira the sandworm destroyer fails to disarm a trap (Body234654&LASTLASTLIGHT_REDLAST1133F3LASTROYAL_BLUELASTPURPLELASTLIGHT_REDLAST1133F3LASTROYAL_BLUELASTPURPLELAST15 total damage).
War hound hits Body234654 for 68 physical damage.
Body234654 uses Infusion: Regeneration.
Body234654 starts regenerating health quickly.
Layowe the sandworm&LASTLIGHT_GREENLASTORANGELAST8 total damage).
Sandworm is protected by a layer of thick leaves.
Layowe the sandworm is protected by a layer of thick leaves.
Layowe the sandworm&LASTLASTBody234654 loses 8 health to the entropy.
Body234654 feels pain again.
Bleeding from Elylevena the sand-drake hits Body234654 for 48 physical damage.
Body234654&LIGHT_REDLAST1133F3LASTROYAL_BLUELASTPURPLELASTLIGHT_REDLAST1133F3LASTROYAL_BLUELASTPURPLELAST15 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter hits Layowe the sandworm&LASTLIGHT_REDLASTLASTLIGHT_STEEL_BLUE039;s Temporal Clone for 58 fire damage.
Velira the sandworm destroyer uses Thorn Grab.
Layowe the sandworm shoves Sandworm aside.
Bleeding from Velira the sandworm destroyer hits Layowe the sandworm&LASTWHITELASTLASTKnockback.
Velira the sandworm destroyer performs a melee critical strike against Body234654!
Body234654 resists the knockback!
Melee retaliation hits War hound for 4 fire, 5 cold, 0 lightning, 5 arcane, 0 fire, 0 cold, 1 lightning, 1 arcane (15 total damage).
Melee retaliation hits Velira the sandworm destroyer for 3 fire, 0 cold, 4 lightning, 5 arcane, 1 fire, 1 cold, 0 lightning, 0 arcane, 3 fire, 0 cold, 4 lightning, 5 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (27 total damage).
Velira the sandworm destroyer hits Body234654 for 40 mind, 6 mind, 2 cold, 87 mind, 6 mind, 2 cold (143 total damage).
War hound hits Body234654 for 84 physical damage.
Body234654 the level 22 cornac cultist of entropy was crushed to death by a war hound on level 1 of Sandworm lair.




















































































































